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Introduction To AnimMontage

AnimMontage is an asset designed for managing animations within AnimGraph, allowing for flexible editing and control of animation sections. It enables users to jump between different parts of an animation, modify states, and manage triggers for actions like melee attacks. The document outlines the functionality and purpose of AnimMontage, emphasizing its utility for coders and blueprinters in controlling animation flow.

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0% found this document useful (0 votes)
6 views2 pages

Introduction To AnimMontage

AnimMontage is an asset designed for managing animations within AnimGraph, allowing for flexible editing and control of animation sections. It enables users to jump between different parts of an animation, modify states, and manage triggers for actions like melee attacks. The document outlines the functionality and purpose of AnimMontage, emphasizing its utility for coders and blueprinters in controlling animation flow.

Uploaded by

Smithaa Pande
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduc�on to AnimMontage

The name AnimMontage came from our cinema�cs director, Greg Mitchell, when we asked for his
help naming an asset that can contain anima�ons that you can s�tch or edit with sec�ons you can
jump between.

Montage is defined as “the technique of selec�ng, edi�ng, and piecing together separate sec�ons
of film to form a con�nuous whole”, and I think this s�ll works very well for what this asset does.

So what is AnimMontage and why do we need it?

AnimMontage is an asset that you can plug into AnimGraph in run-�me and you can modify any state
of it. For example, you can jump to different sec�ons or you can re-link different sec�ons. This is
mostly for code driven anima�ons or one-off anima�ons such as melee atacks, allowing you to
control triggers, stop when you want, or change state (looping or non-looping) between.

Here is a picture explaining the rela�onship between AnimGraph and Montage.

The requestor (coder or blueprinter) asks AnimGraph to play this montage. AnimGraph will plug each
track into the slot node that name matches. It will play as set up in the content un�l the requester
changes the state.

What kinds of things can you change? We originally thought of changing posi�on directly, but that
can mess up easily as anima�ons can o�en change a lot during produc�on. So we added sec�ons.
This sec�on will be ver�cal �meline markers and you can jump between sec�ons, re-link, or make it
loop.
The easiest example I have is a melee atack with 3 sec�ons [start, loop, and end]. When the player
le�-clicks, it triggers the start sec�on by default when you ask to play that montage. Now the middle
sec�on is set to loop. When the start is done, it will transi�on to loop, and it will loop there forever. If
the player lets the mouse buton go, it will stop, but you don’t want to stop right away since the
anima�on will pop in the middle of loop. You’d like to relink loop to the end, where it will then
transi�on out to the end and finish the anima�on.

That is a basic scenario of montage usage. The idea is for coders or blueprinters to control its flow via
sec�ons.

That is it for now! I hope this helps you beter understand AnimMontage. If you have any ques�ons,
drop by our forums and ask. We’re happy to help!

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